| 
		
	
		| Gamemakingdude   Senior Member
 
 Posts: 470
 Threads: 82
 Joined: Nov 2010
 Reputation: 
9
 | 
			| Nodes problem 
 
				Ok i have nodes in my map and the infected follows some of them. But he stops at some of themI also would like it that he would just follow them without stopping at them for like a period of time.
 
 |  |  
	| 11-28-2010, 11:31 PM |  |  
	
		| LoneWolf   Senior Member
 
 Posts: 308
 Threads: 43
 Joined: Sep 2010
 Reputation: 
0
 | 
			| RE: Nodes problem 
 
				Have you done scripting for the enemy nodes? eg.
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 1.0f, "");
 
 
 
 the  1.0f   is how long the enemy waits at the specific node for. Also maybe your nodes may be too far apart ?
 |  |  
	| 11-29-2010, 12:03 AM |  |  
	
		| Gamemakingdude   Senior Member
 
 Posts: 470
 Threads: 82
 Joined: Nov 2010
 Reputation: 
9
 | 
			| RE: Nodes problem 
 
				 (11-29-2010, 12:03 AM)LoneWolf Wrote:  Have you done scripting for the enemy nodes? eg.
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 1.0f, "");
 
 
 
 the  1.0f   is how long the enemy waits at the specific node for. Also maybe your nodes may be too far apart ?
 
Most of them are all close to each other and its 0.0f. i have in mine.
			 
 |  |  
	| 11-29-2010, 12:33 AM |  |  
	
		| Gamemakingdude   Senior Member
 
 Posts: 470
 Threads: 82
 Joined: Nov 2010
 Reputation: 
9
 | 
			| RE: Nodes problem - Another problem 
 
				 (11-29-2010, 12:33 AM)Gamemakingdude Wrote:   (11-29-2010, 12:03 AM)LoneWolf Wrote:  Have you done scripting for the enemy nodes? eg.
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 1.0f, "");
 
 
 
 the  1.0f   is how long the enemy waits at the specific node for. Also maybe your nodes may be too far apart ?
 Most of them are all close to each other and its 0.0f. i have in mine.
 
Another problem i have is that i have a statue, that isn't active in the editor but appearently is active in the game. And it should only go active after i walk through a script area.
			 
 |  |  
	| 11-29-2010, 03:33 AM |  |  
	
		| Chilton   Member
 
 Posts: 138
 Threads: 9
 Joined: Sep 2010
 Reputation: 
0
 | 
			| RE: Nodes problem - Another problem 
 
				 (11-29-2010, 03:33 AM)Gamemakingdude Wrote:   (11-29-2010, 12:33 AM)Gamemakingdude Wrote:   (11-29-2010, 12:03 AM)LoneWolf Wrote:  Have you done scripting for the enemy nodes? eg.
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 1.0f, "");
 
 
 
 the  1.0f   is how long the enemy waits at the specific node for. Also maybe your nodes may be too far apart ?
 Most of them are all close to each other and its 0.0f. i have in mine.
 Another problem i have is that i have a statue, that isn't active in the editor but appearently is active in the game. And it should only go active after i walk through a script area.
 
The best thing you can do is show us the script, i believe; (That part of it)
			 
				
(This post was last modified: 11-29-2010, 04:56 AM by Chilton.)
 |  |  
	| 11-29-2010, 04:56 AM |  |  
	
		| Gamemakingdude   Senior Member
 
 Posts: 470
 Threads: 82
 Joined: Nov 2010
 Reputation: 
9
 | 
			| RE: Nodes problem - Another problem 
 
				void OnStart(){
 AddEntityCollideCallback("Player", "KeyFall", "KeyFalling",true,1);
 AddEntityCollideCallback("Player", "CloseHatch", "CollideSwing", true, 1);
 AddEntityCollideCallback("Player", "cellar_wood01_1","WaterLurker", false, 1);
 AddEntityCollideCallback("Player", "ScriptArea_1", "Infected", true, 1);
 AddEntityCollideCallback("Player", "ScriptArea_2", "StatueScare", true,1);
 AddUseItemCallback("", "key_study_1", "hatch_metal01_1", "UsedKeyOnDoor", true);
 GiveItemFromFile("lantern", "lantern.ent");
 for(int i=19; i<71; i++)
 {
 AddEnemyPatrolNode("character_infected_1", "PathNodeArea_"+i, 0.0f, "");
 }
 }
 
 void StatueScare(string &in asParent, string &in asChild, int alState)
 {
 SetEntityActive("deformed_man_2",true);
 StartPlayerLookAt("LookAt_1",2,2,"");
 AddTimer("Hide",2.0f,"HideMan");
 GiveSanityDamage(20,true);
 }
 
 void HideMan(string &in asParent, string &in asChild, int alState)
 {
 StopPlayerLookAt();
 SetEntityActive("deformed_man_2",false);
 }
 
 
 |  |  
	| 11-29-2010, 05:22 AM |  |  
	
		| LoneWolf   Senior Member
 
 Posts: 308
 Threads: 43
 Joined: Sep 2010
 Reputation: 
0
 | 
			| RE: Nodes problem 
 
				Aha!  you only have 1 patrol node !  You need to write down what i said roughly for each node you want    so if you have 100 nodes you need 100 lines of the node script.
 
Also you would obviously change the name to node 2 node 3 node 4 etc.
 
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 1.0f, ""); 
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", 1.0f, ""); 
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_3", 1.0f, "");
 
EDIT: unless the +i    that you have does that, if so then i have no idea whats wrong. maybe you should call the first node  =  PathNodeArea_1   instead of missing out the 1 ?
			
				
(This post was last modified: 11-29-2010, 11:05 AM by LoneWolf.)
 |  |  
	| 11-29-2010, 11:03 AM |  |  
	
		| Gamemakingdude   Senior Member
 
 Posts: 470
 Threads: 82
 Joined: Nov 2010
 Reputation: 
9
 | 
			| RE: Nodes problem 
 
				 (11-29-2010, 11:03 AM)LoneWolf Wrote:  Aha!  you only have 1 patrol node !  You need to write down what i said roughly for each node you want  so if you have 100 nodes you need 100 lines of the node script. 
 Also you would obviously change the name to node 2 node 3 node 4 etc.
 
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 1.0f, "");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", 1.0f, "");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_3", 1.0f, "");
 
 
 EDIT: unless the +i    that you have does that, if so then i have no idea whats wrong. maybe you should call the first node  =  PathNodeArea_1   instead of missing out the 1 ?
 
The first node is for another enemy.
			 
 |  |  
	| 11-29-2010, 10:06 PM |  |  
	
		| LoneWolf   Senior Member
 
 Posts: 308
 Threads: 43
 Joined: Sep 2010
 Reputation: 
0
 | 
			| RE: Nodes problem 
 
				"PathNodeArea_"+i    is it not  PathNodeArea_1  though? then 2 then 3 etc. 
 Also which ever node you want the enemy to use put its number in, so if it starts on number 12  start with 12 till the ending node.  Only thing i can think of.
 
 Edit: have you used map view to check that all the nodes are properly working?  and maybe the time coudl be changed to 0.1  incase 0 doesnt work right?
 
				
(This post was last modified: 11-29-2010, 10:29 PM by LoneWolf.)
 |  |  
	| 11-29-2010, 10:27 PM |  |  
	
		| Gamemakingdude   Senior Member
 
 Posts: 470
 Threads: 82
 Joined: Nov 2010
 Reputation: 
9
 | 
			| RE: Nodes problem 
 
				 (11-29-2010, 10:27 PM)LoneWolf Wrote:  "PathNodeArea_"+i    is it not  PathNodeArea_1  though? then 2 then 3 etc. 
 Also which ever node you want the enemy to use put its number in, so if it starts on number 12  start with 12 till the ending node.  Only thing i can think of.
 
 Edit: have you used map view to check that all the nodes are properly working?  and maybe the time coudl be changed to 0.1  incase 0 doesnt work right?
 
I'll try this. 
 
Doesn't work. The nodes are all connected to each other.
			 
 
				
(This post was last modified: 11-29-2010, 11:05 PM by Gamemakingdude.)
 |  |  
	| 11-29-2010, 10:58 PM |  |  |